Vanguard Spearhead – What Sneaky Tricks can it Bring to the Table? Codex Space Marines Review



Let’s talk through the infiltration and stealth tactics of the Vanguard Spearhead…

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0:00 Intro
0:37 Vanguard Spearhead
2:03 Core Rule
3:54 Stratagems
9:23 Enhancements
13:21 Notable Units?
19:47 Army List Idea
22:16 Outro

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41 thoughts on “Vanguard Spearhead – What Sneaky Tricks can it Bring to the Table? Codex Space Marines Review”

  1. A good thing to put into infiltrate is a 20 man crusader squader with grimmaldus leading. That's a 20 man melee monster, with 6in scout move, and a 5+ FNP from grimmace

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  2. I just keep thinking thunderwolves cavalry get – 1 to hit, how fun is this, 2 x6 TWC with wolf lord and battle leader, and behind them a lot of shooting unit makes me so excited to try this detachment in SW

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  3. This is the detachment I decided to go with. A blob of sneaky centurion devastators that can kill a tank, disappear then show up somewhere else and kill a tank is just to funny. I’m thinking infiltrate on blade guard with a judicar to jam up my opponent with fight first while my scouts, eliminators, incursors, warsuits flood the board and sabotage objectives if they shoot at me the warsuits shoot back, if they try to charge I back up, all while my ranged units dismantle them while my sticky objectives score.

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  4. There are other tricks here to with that movement stratagem. You can force your opponent into Heroic Intervention range against a unit of say…..a 6-man Bladeguard squad with attached Judicier.

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  5. Devastator Centurions are very good in this Detachment. With the Stratagem, they natively reroll 1s and hit on 2+ and then put 6 twin-linked AP-4 lascannons into something, + all the extra shots from the breast launchers (which are pretty good). You can negate their bad mobility by putting them back into reserves every turn.

    Speaking of which, if you take Uriel Ventris and give a unit the "Deep Strike" ability, you can deepstrike that unit every turn wherever you want when putting them back into reserves.

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  6. execute and redeploy is great on a phobos captain + eliminators, keep them safe, free strike from the shadows every turn, and no longer need to sacrifice a rifle for the carbine.

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  7. By far my favorite detachment for my Raven Guard. Honestly this detachment feels like space marines playing as eldar, there is sooo much just annoying stuff that your opponent just can’t deal with and I love it. Can’t wait to make people rage over Shrike and his jump pack homies you just can’t shoot or charge

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  8. Note ALL redeploys work the same way per the rules commentary. "but before the first turn begins" is the Resolve Pre Battle Abilities step which is after Determine First Turn. Phbobs cap over explains a core mechanic like how Ogryn are the only datasheet that explicitly reduces damage by one "to a minimum of one". They were probably written first.

    Edit whoops double posted in a reply somewhere because my app crashed and I couldn't find it after so I thought it failed my b

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  9. Ive been playing a bunch of test games with this detachment and its actually unbeatable. I have a mean list that plays the game without exposing any of my units until usually turn 3. This is by using strike and fade and indirect fire. Hell, you can even capture objectives without being on them if you go first and have an infiltration unit with the stratagem. This means your opponent can't afford to counter your cagey strategy by also being cagey. If you play this detachment right, it is insanely powerful

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  10. I was playing with a Vanguard list before the rules were announced and your list and ine is very similar, I dont have a Lancer since I cant find them in the US but its very close. Thanks for the video!

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  11. Does anyone have the exact text of the Guerilla Tactics strategems? If it is "Two phobos units or one other infantery unit" then it could be used to redeploy two invictor tactical warsuits. Those have the Phobos keyword for some reasons, at least on the index cards
    Also: that MIGHT not be an accident considering they just happened to put two of those into the raven guard strike force box on christmas
    Also: they are very fun with the Tank Shock strategem. 15 dice, 5+ for mortals, 6 at most tho.
    On that note: you can also use the captain in phobos armor redeploys on them.
    "Why do I have 3 almost dreanoughts, a bunch of phobos units and a block of terminators in front of my deployment zone turn 1?" "Scouts 8, They are Phobos, and the blade driven deep" "And if I had gotten turn 1?" "See that guy? He can make them go poof if you did."

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  12. I feel you missed a mention of Reivers. While they have been maligned, they are 85 points to get a unit of Phobos with the deep strike key word with Grav-Chutes. This is helpful when using their back to reserves as now they can just come back down anywhere.
    If you want to give them a phobos lieutenant, give them the standard one, not the reiver one and now they can deep strike around the board, put their backs to a ruin wall, take some shots at an opponents unit with a character or whatever you feel like putting chip damage on then move behind the ruin to avoid getting shot. That or more standard is to just deep strike around the board as an action monkey squad.

    If you were to run a Callidus, Shrike and if you are daring 2 Reivers with Grav-Chutes you can have up to 4 units disappear at the end of the opponents turn to then show up during yours to perform actions and placement as needed. This in theory means if you draw investiage signals could get that done with a full 4 corners done, similar with engage on all fronts.

    Also Invictors are Phobos units. You can get them back into reserve as well along side another unit and redeploy as needed. This detachment isn't about raw power, this is a very movement based detachment that as I found during my game I had recently (as of time writing this) was shown that you need to place efficiently and soundly.

    Also a shout-out to bladeguard led by a Judicar with Infiltrate. If you can find a spot in the centre of the field to hide them, they become quite a scary issue for the opponent to approach as now even if they get charged, they fight first.

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